Origins

Talents

Airforce

Through Struggle to the Stars.
• Attributes: +2 Intelligence, –2 to any 1 attribute
• Base Speed: 30 ft.
• Basic Training: You gain the Rifle Proficiency and a Military study.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
• Origin Skill: You gain Ride as an origin skill.
• Sharp Mind: you gain 1 additional skill point per level.

Army

Duty and honour.
• Attributes: +2 Wisdom, –2 to any 1 attribute
• Base Speed: 30 ft.
• Basic Training: You gain the Rifle Proficiency and a Military study.
• Enlightened Survival: Your maximum Survival rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
• Tenacious Spirit: You gain 1 additional vitality per level.

Marine

Semper Fidelis.
• Attributes: +2 Strength, –2 to any 1 attribute
• Base Speed: 30 ft.
• Basic Training: You gain the Rifle Proficiency and a Military study.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
• Last Chance: You may spend and roll 2 AD to boost any save.
• Rock Solid: You gain 1 additional wound per level.

Navy

Si vis pacem, para bellum. If you wish for peace, prepare for war.
• Attributes: +2 Dexterity, –2 to any 1 attribute
• Base Speed: 30 ft.
• Basic Training: You gain the Rifle Proficiency and a Military study.
• Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes.
• Siege Proficiency: You gain the Siege Weapon Proficiency.
• Superior Swimmer: You gain the Superior Swimmer I NPC quality.
• Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x 5).

Specialties

Infantryman

You're a member of an infantry unit, the cornerstone of any military.
• Bonus Feat: Any Basic Combat feat.
• Agile Defence: Your base Defence increases by 1.
• Pack March: Once per session you may reduce the overland travel time of any 1 trip to 3/4 standard (rounded down).
• Paired Skills: Each time you gain 1 or more ranks in the Survival skill, you also gain an equal number of ranks in the Tactics skill. This may not increase your Tactics skill beyond its maximum rank.
• Stand Together: You gain a +2 morale bonus to Defence and all saves when at least 2 adjacent characters share your Species.

Operative

You steal and protect secrets for a living — almost certainly for a national power, major corporation, or rogue organization.
• Bonus Feat: Any Covert feat.
• Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
• Linguist: You gain 2 additional languages.
• Paired Skills: Each time you gain 1 or more ranks in the Blend skill, you also gain an equal number of ranks in the Impress skill. This may not increase your Impress skill beyond it's maximum rank.
• Thrifty: Your Prudence increases by 2.

Sniper

You're a sharpshooter of great skill.
• Bonus Feat: Marksmanship Basics.
• Attribute Training: The lower of your Dexterity or Wisdom increases by 1 (your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Species or Talent.
• Called Shot: You gain the Called Shot trick.
• Game Hunter: You inflict +2 damage when attacking standard animals or beasts.
• Ranged Combat Expert: You’re considered to have 2 additional Ranged Combat feats for any ability based on the number of Ranged Combat feats you have.
• Rifle Proficiency: You gain the Rifle proficiency.

Suit

You’re a corporate warrior, a high-power paper slinger easily weaving your way through organizations.
• Bonus Feat: Any Style feat.
• Charming: Once per session, you may improve the disposition of any 1 non-adversary NPC by 5.
• Flashy: Your Panache rises by 2.
• Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you also gain an equal number of ranks in the Bluff skill. This may not increase your Bluff skill beyond its maximum rank.
• Skill Focus: You gain the Crafting skill's Inscription focus.

Equipment

Armour

Reading the Tables

Disguise: If the entry for disguise is "Clothing" the piece of armour in question is actually a piece of clothing (usually a Jacket, or outfit of some kind). While it provides no penalty to disguise the character wearing the armour, the armour itself can only be disguised as a similar article of clothing (such as a Tactical Jacket being disguised as a jacket for a sports team).Era/Year: [PLACEHOLDER]

Table: Armour

Name

DR

Resistances

DP

ACP

Speed

Disguise

Const

Comp

Weight

Era

Cost

Partial Armour (Torso only)

Class II Vest

2

Firearms 3

-0

-0

-

-2

Soft 2

17W

4 lbs

?/$500

Class III Vest

3

Firearms 3

-1

-1

-

-4

Soft 2

20W

5 lbs

?/$700

Class IV Vest

4

Firearms 3

-2

-1

-

-4

Soft 3

20W

6 lbs

?/$900

Low Profile Armour

2

-

-1

-0

-

+0

Soft 2

15W

5 lbs

?/$400

Motorcycle Jacket

0

Cold 3, Edged 1, Falling 1

-1

-0

-

Clothing

Soft 2

15W

5 lbs

?/$200

Tactical Jacket

3

Explosives 3

-3

-3

-

Clothing

Soft 2

20W

9 lbs

?/$200

Moderate (Torso and Legs)

Low Profile Armour

3

-

-1

-1

-

-2

Soft 3

15W

7 lbs

?/$600

Motorcycle Leathers

1

Cold 5, Edged 2, Falling 2

-1

-1

-

Clothing

Soft 3

15W

12 lbs

?/$600

Full

EOD Suit

8

Bang 10, Explosive 20

-7

-6

-15 ft.

Obvious

Hard 4

20M

50 lbs

?/$6000

Riot Gear

10

Bang 2, Explosive 5, Falling 2

-6

-5

-10 ft.

Obvious

Hard 4

25M

20 lbs

?/$1500

Firefighter Suit

2

Acid 5, Cold 5, Electricity 5, Fire 10, Heat 5

-4

-3

-5 ft.

Obvious

Hard 3

20M

45 lbs

?/$1000

Armour Descriptions

Duty Vest (Class II-IV): This standard "bullet resistant" vest is worn by military and police personnel. The class determines what caliber of firearm it is designed to protect against, with higher classes offering more protection at a cost of higher weight and less freedom of movement.EOD Suit: This heavily armoured suit is worn by bomb disposal personnel.Firefighter Suit: This standard firefighter outfit consists of a heavy coat, pants, boots, gloves and a helmet with face shield - all of which are heavily flame resistant. As a fringe benefit, the suit also provides a degree of protection against other potential damage sources. A gas mask is commonly added to the ensemble, to protect the wearer from smoke inhalation or chemicals aerosolised from the fire.Low Profile Armour: This armour is designed to look like a regular vest, jacket or polo shirt in order to allow the wearer to avoid suspicion while still being well protected. Some variants come in a form fitting underwear, allowing any outfit to be worn over the armour.Motorcycle Jacket / Leathers: While not actual armour, motorcycle leathers provide some protection from cold, falling and edge weapons.Riot Gear: This armour consists of hardened plates that cover the torso, groin, thighs, shins, upper arms, and forearms. While heavy and difficult to move around in, Riot Gear offers unparalleled personal protection.Tactical Jacket: This windbreaker incorporates armour panels to protect the wearer and often features pull off velcro panels that conceal law enforcement markings or pockets that can hold Diminutive or Fine items.

Weapons

Reading the Tables

Weapons are grouped by proficiency (Rifle and Handgun) on the following tables. The table has a few new entries from Fantasy Craft, which work as follows:Acc: This is the weapon's Accuracy value. You gain the listed value as a bonus to your attack checks after you make an Aim action.Rec: This is the weapon's Recoil value. It determines how easy it is to hit a single target with multiple attacks. Despite the name, Recoil is a function of physical recoil, relative accuracy, and balance of the weapon - so even a laser weapon (which would produce no physical recoil) will have a recoil value (representing how hard it is to produce a tight shot grouping).Rng: This is the weapon's range increment. Unless otherwise listed (such as 30 ft. x6), each ranged weapon has a maximum of 10 range increments.Ammo: This is the amount of Ammo that the weapon holds within it's body, either in an internal or detachable magazine. The weapon can make the listed number of attacks before needing to be reloaded.Mode: This lists the firing modes of the weapon. S for Single Shot, B for Burst, and A for Automatic. Certain actions, feats, and tricks require certain firing modes. Autofire has a value listed in parenthesis that is called for when taking Autofire, Suppressive Fire and other related combat actions. If a weapon only possess Burst or Automatic options it can never be fired in Single Shot mode - all attacks use multiple ammo, and single shot tricks are unavailable with this weapon.Era/Year: [PLACEHOLDER]Cost: This is the weapon's cost. The number before the slash represents the number of Gear Points required to take the weapon, while the number after is it's cash cost (for freelance, or cash and carry games).

Table: Pistols

Name

Damage

Threat

Acc

Rec

Rng

Ammo

Mode

Qualities

Sz

Comp

Weight

Era

Cost

Holdout Pistols

.25 ACP

1d6 Lethal

20

1

3

15ft.

6

S

Load 1

F

17W

0.8lbs

1/$400

.380 ACP

2d4 Lethal

20

1

5

15ft.

6

S

Load 1

F

20W

1.2lbs

1/$400

Machine Pistols

.380 ACP

2d4 Lethal

20

2

5

25ft.

30

B/A(10)

Imprecise, Load 1, Unreliable

D

22W

3.5lbs

1/$2500

9mm

1d10 Lethal

20

2

6

25ft.

30

B/A(10)

Imprecise, Load 1, Unreliable

D

22W

6.3lbs

1/$2500

Revolvers

.357 Magnum

2d6 Lethal

19

2

6

30ft.

6

S

Load 1/3

D

15W

3.2lbs

1/$550

.38 Special

1d8 Lethal

20

2

5

25ft.

6

S

Load 1/3

D

15W

1.2lbs

1/$400

.44 Magnum

2d8 Lethal

19

2

7

35ft.

6

S

Load 1/3

D

15W

3.6lbs

1/$750

Service Pistols

.45 ACP

1d12 Lethal

20

2

6

30ft.

7

S

Load 1

D

17W

2.5lbs

1/$550

9mm

1d10 Lethal

20

2

5

30ft.

13

S

Load 1

D

15W

1.7lbs

1/$600

10mm Auto

2d6 Lethal

20

2

7

30ft.

9

S

Load 1

D

22W

1.9lbs

1/$800

Table: Rifles

Name

Damage

Threat

Acc

Rec

Rng

Ammo

Mode

Qualities

Sz

Comp

Weight

Era

Cost

Assault Rifles

5.45mm Russian

2d8

20

3

5

125ft.

30

S/B/A(10)

Load 1

S

22M

7.1lbs

2/$500

5.56mm NATO

2d8

20

4

5

125ft.

30

S/B/A(10)

Load 1, Unreliable

S

25M

8.3lbs

2/$700

7.62mm Russian

3d6

20

3

6

125ft.

30

S/B/A(10)

Load 1

S

22M

9.5lbs

2/$500

7.62mm NATO

4d4

19

4

7

175ft.

20

S/B

Load 1, Unreliable

S

25M

9.9lbs

2/$1100

Shotguns

Break-Action

Shell

20

1

Shell

30ft.

1

S

Dependable, Imprecise, Load 1

S

15M

7lbs

1/$600

Pump-Action

Shell

20

1

Shell

30ft.

4

S

Imprecise, Load 1/3

S

17M

7lbs

2/$350

Semi-Automatic

Shell

20

1

Shell

30ft.

8

S

Imprecise, Load 1

S

22M

7lbs

2/$700

Assault

Shell

20

1

Shell

30ft.

20

S/B/A(10)

Imprecise, Load 1

S

22M

15lbs

3/$4000

Squad Automatic Weapons (SAWs)

5.56mm NATO

2d8

20

4

5

175ft.

200

S/B/A(18)

Load 2, Unreliable

S

25M

15.7lbs

3/$4100

7.62mm NATO

4d4

19

4

6

175ft.

200

S/B/A(14)

Load 2, Unreliable

S

25M

15.7lbs

3/$4100

Submachine Guns (SMGs)

9mm

1d10 Lethal

20

3

4

60ft.

30

S/B/A(10)

Load 1, Unreliable

D

22W

5.6lbs

2/$1500

Table: Siege

Name

Damage

Threat

Acc

Rec

Rng

Ammo

Mode

Qualities

Sz

Comp

Weight

Era

Cost

Explosives and Mines

Breaching Charge

5d6 Explosive

20

-

-

-

1

-

AP10, Blast 1, Unreliable

S

22M

3lbs

?/$120

Mine, Directional

3d10 Explosive

20

-

-

-

1

-

Blast 2 (Cone), Unreliable

D

20M

3.5lbs

?/$150

Plastic Explosive

5d6 Explosive

20

-

-

-

1

-

Blast 2, Unreliable

F

20M

0.25lbs

?/$100

Grenade Launcher

Underbarrel

Grenade

20

2

6

60ft.

1

S

Inaccurate, Indirect, Load 2, Unreliable

S

22M

2.3lbs

?/$600

Stand Alone

Grenade

20

3

6

60ft.

1

S

Inaccurate, Indirect, Load 2, Unreliable

S

25M

3lbs

?/$900

Drum Fed

Grenade

20

3

6

60ft.

6

S

Inaccurate, Indirect, Load 2/1, Unreliable

S

27M

11.7lbs

?/$4000

Heavy Machine Guns

7.62mm NATO

4d4

19

4

5

200ft.

200

B/A(12)

Heavy, Imprecise, Load 2, Unreliable

S

25M

25.4lbs

3/$4000

.50 BMG

2d12

18

4

5

300ft.

200

B/A(10)

AP5, Heavy, Imprecise, Load 2, Unreliable

S

25M

128lbs

4/$14000

Table: Ammunition

Name

Damage

Threat

Rec

Rng

Qualities

Comp

Era

Cost

Arrows and Bolts

High Explosive (2)

2d8

-

-

-10ft.

Unreliable

25D

1/$150

Grenades

40mm Flash/Bang (2)

4d10 Flash & Bang

-

-

-

Blast 2

25

1/$50

40mm High Explosive (1)

4d12 Explosive

-

-

-

Blast 2

25

1/$50

40mm High Explosive Anti-Tank (1)

4d10 Explosive

+1

-

-

AP10, Blast 1

25

1/$50

Shotgun Shells

12G Beanbag (25)

2d12 Subdual

+1

7

-

-

?D

1/$400

12G Dragon's Breath (2)

2d12 Fire

-

7

40ft. x1

AP2, Spread

?D

1/$15

12G X-Rep Taser (10)

2d12 Electrical Subdual

+1

7

-

-

?D

1/$800

12G Flare (2)

-

-

7

-

Illumination (50 ft)

?D

1/$15

12G Flechette (25)

5d4 Lethal

-

7

-

AP2, Spread

?D

1/$125

12G High Explosive (1)

2d12 Explosive

-

7

-

Blast 2

?D

1/$150

12G High Explosive Armour Piercing (1)

2d10 Explosive

-

7

-

AP5, Blast 1

?D

1/$200

12G Pepper Blast (2)

5d4 Flash & Stress

-

7

20ft x1

Spread

?D

1/$15

12G Shot (50)

5d4 Lethal

-

7

-

Spread

10D

1/$80

12G Slug (50)

2d12 Lethal

+1

7

-

-

10D

1/$80

16G Shot (50)

4d4 Lethal

-

5

-

Spread

10D

1/$50

16G Slug (50)

2d8 Lethal

+1

5

-

-

10D

1/$50

Weapon Qualities

Imprecise: This weapon isn't noted for pinpoint accuracy, and firing it into melee may be just as dangerous to allies as it is to enemies. Attacks with this weapon may not use the Called Shot trick, or use any feat or ability that negates or reduces an enemies cover.Load: When a weapon's with Load has a split value (ex: 1/3) it requires a number of handle item actions equal to the first value to reload a quantity of ammo equal to the second. The weapon may be fired while partially reloaded (such as loading only 3 of a potential 6 ammo). In the 1/3 example, a player must take a single handle item action to reload 3 ammo.Non-Lethal: The weapon is designed specifically not to kill it's target. Even after falling unconscious, further Subdual damage from this weapon does not become lethal and the user may never convert the damage to any lethal type. This quality can only be applied to weapons that inflict Subdual damage.